Shadowdark Session 1
August 17, 2026•601 words
5/11/26, 7-9:05pm
the Party
Arda, lvl1 halfling wizard apprentice, banished, lawful follower of Madeera (Kim)
Hiralia, lvl1 elvish seeker-priest of the Lost, neutral, wanted (Sophia)
Zeb, lvl1 goblin initiate-priest of Memnon, chaotic churgeon (Dan)
Yuri, lvl1 human wizard apprentice, noble, lawful follower of Ord (Stuart)
TL;DR
- finalized gear, reviewed characters, toured Owlbear Rodeo extensions
- refreshed premise (delivered 5/10/26 on Discord)
- Torin: common friend, died from injuries sustained in nearby caves
- find the Keep of the Immortal Horde
- described town (neighborhoods and available resources) and surroundings
- Corvin's Crest: swamp town on tree stump, lizardfolk and humanoids; poor
- the Mulch: soggy "ground", rough part of town
- Market Ring: nicest part of town, shops, private access for goods
- High Sprouting: ok part of town where vegetation still sprouts from the trunk
- the Grove: limited subsistence farming, central stump
- POIs
- dragon's cairn (long-slumbering, trickles smoke)
- ruined tower
- Corvin's Crest: swamp town on tree stump, lizardfolk and humanoids; poor
overland travel
- to caves (path randomly selected!)
- goblin wizard looking for slugs and toadstools, congenial and will teach Yuri "everything he knows" in exchange for rare specimens
caves
- entrance chamber: (torch - Arda) unstable ceiling noted on the way in; bubbling spring fills pool on one side and overflows down corridor; clear, fresh water.
- falling rubble
- Zeb brained by rock, healed by Hiralia
- main corridor: shallow water, smooth floor worn by flow; short corridor to rubble-strewn entrance to a chamber on right; extends further, sloping down; narrow pinch-point
- Yuri gets stuck and freed with the help of Zeb and "lucky" rocks salvaged from falling rubble
- watery chamber: slippery 15-foot drop down to pool with unsaturated ground on far side of chamber
- Yuri dove in, found the pool shallow, became floater briefly; healed by Hiralia
- Zeb joined to explore while Arda (on ledge above) protected the light source
- walked back to intersection in main corridor
END
- torch began to sputter (~3mins on timer)
Proper Nouns
- Corvin's Crest (the Mulch, Market Ring, High Sprouting, the Grove)
- Keep of the Immortal Horde
- Torin
- foraging Goblin Wizard whose name you don't know
Reflections & Observations
Players
- Kim
- instinct to protect the torch was spot-on
- lack of map was burdensome (for others too probably)
- liked OB character sheet a lot (helpful aid)
- Stuart
- "I didn't know why I thought the pool would be deep enough" - AH-HA moment about what this game asks of you; try and learn!
- Dan
- embraced the chaos--suggested random roll for which hex to travel across
- Sophia
- richly developed character
- weaves in character description with describing actions extremely well
GM
- felt good about pacing overall; crawling rounds feel cumbersome but I think will smooth out with time and familiarity
- trying to be conscious of not elaborating too much on description since real time = game resource
- players can have advance warning of hex safety (safe - unsafe - risky - deadly) through exploration or investigation
- ah-HAH
- cast till you fail
- "roll when there is a consequence" - since crawling rounds are always time-sensitive, choosing to spend an action on searching, etc., uses resources (light) and racks up encounter rolls
Action Items
- slug search: figure out how to make that more engaging, add into random encounter table; find the slugs, roll for slug rarity, treat as treasure
- explicit maps: hand draw on onyx, export and make transparent background for upload to Owlbear